ID3D11DeviceContext::IASetVertexBuffers(this = <pDeviceContext>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0)
ID3D11Buffer::Release(this = <pVertexBuffer>) = 0
ID3D11DeviceContext::OMSetRenderTargets(this = <pDeviceContext>, NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL)
ID3D11DeviceContext::IASetVertexBuffers(this = <pDeviceContext>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0)
ID3D11Buffer::Release(this = <pVertexBuffer>) = 0
ID3D11DeviceContext::OMSetRenderTargets(this = <pDeviceContext>, NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL)